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Collaborative World-Building with Spark

Whoa. First experience with A Spark in Fate Core and serious collaborative world-building.

For the past few years, I’ve been very interested in getting a consistent, face-to-face Fate Core game going with adults who were willing to meet about twice per month in my suburban home. It took awhile, but I finally managed to find a great group of people, we managed to get our schedules coordinated and, with beer, wine, some awesome Chinese food (and some finishing touches around my firepit later that evening) we managed to pull together what I hope is a great foundation to a lasting campaign.

This is the story of how we did it.

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“World-Building Resources” page is up!

The City of Dawn Harbor, a Fantasy Map by Dyson Logos.
The City of Dawn Harbor. A Map by Dyson Logos.

UPDATE October 3, 2017.  With the move to a new theme, I’ve got more options for how I organize the site so the “World-Building Resources” page has been replaced by better categorized “Resources” at the top.  Let me know what you’re looking for; I might have something squirreled away in my Google Drive.

In case you missed the addition of the “World-Building Resources” link at the top of the page, just wanted to let you know it was there. The World-Building Resources page provides a curated list of online resources I find myself recommending to others.  I’ve found these resources to be useful, inspiring or interesting.

We’re starting out small. In general, the rule I’ll follow is that nothing goes on this list until I’ve had some time to check it out myself first.  If that varies, I’ll call it out in the description. I want to feel confident about recommending it to you.

What kind of resources are you looking for?  Let me know in the comments and I’ll keep my eye out.

I Want to Go Home (Part 2)

Started at Caribou Coffee in White Bear Lake, Minnesota. Finished at Home, Woodbury, Minnesota.

parkour
These guys are nuts…but they’re having fun their own way

Some Gamemasters are really good at running games freestyle. These parkour GMs free-run through the collective consciousness of the gaming group, reacting to Player actions and re-directs like so many obstacles among the ruins, without any visible display of sweat, stress or pain. I admire them – even envy them; they can be really fun to game with as long as you are okay with episodic, Player-driven storytelling where campaign continuity and consistency take a back seat to expediency and The Moment. They flow. It is not that you can’t have consistency and continuity with a free-running GM; it is just not a natural fit for that style1. You see, the problem with a Player-driven storytelling approach is: what does everyone else do while the Player driving the story, drives the story?

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  1. [1] Except, of course, in *your* game, dear Reader. Truly. There are some great free-runner GMs who are also gifted story-tellers who are able to weave exceptional stories from one Player-provided thread after another. I would be surprised if they are anything but rare, very experienced GMs with a wealth of background material at the ready. In other words, these GMs have already done the hard work, already know their world and the characters in it and are able to weave fantastic stories because they are starting with whole cloth and not single threads of varying colors, textures and strengths.